Thanks, I'll take a look at them when I get a chance.
The background not moving with the player would make sense for why I felt things were off when I tried using it for getting my bearings. If you'd like, our last game Salvage Hunter, was a space shooter, and here's how we did the background. We did a multi-layered Parallax background, with objects on each being a different size, and moving at a different speed, to simulate distance. We had a mixture of stars and clouds/nebulae. We also had a setting where the player could adjust the alpha of each layer, if it was too distracting, and started at 70%. The background was moving a bit even when the player was not, though the game was a side-scroller, so there was an implied always moving to it. For something like this, I personally would still give the background some movement, but much more subtle than we did for the side-scroller. When the player moved, we adjusted the background position in relation to the player's movement, but only a small amount (1/100th the player's movement), and for each layer it was multiplied by the Scroll Scale to keep that layer feeling like it was the proper distance. Here's the code we used in the Background class.
func _physics_process(_delta: float) -> void:
var player_velocity := Vector2.ZERO
if is_instance_valid(player):
player_velocity = player.velocity
var adjusted_player_velocity = player_velocity / 100.0
for child in get_children():
if child is Parallax2D:
child.scroll_offset -= (adjusted_player_velocity + scroll_base) * child.scroll_scale